public AnimationBuilder (ScmlProcessingInfo info, IDictionary<int, IDictionary<int, Sprite>> folders, IDictionary<string, Transform> transforms, IDictionary<string, SpatialInfo> defaultBones, IDictionary<string, SpriteInfo> defaultSprites, string prefabPath, AnimatorController controller) { if (S2USettings.Settings.followScmlSprite) { scmlFollower.Build (); } ProcessingInfo = info; Folders = folders; Transforms = transforms; PrefabPath = prefabPath; DefaultBones = defaultBones; DefaultSprites = defaultSprites; Root = Transforms ["rootTransform"]; Controller = controller; AnimationsPath = PrefabPath.Substring (0, PrefabPath.LastIndexOf ('.')) + "_Anims"; foreach (var item in GetOrigClips ()) { var clip = item as AnimationClip; if (clip != null) OriginalClips [clip.name] = clip; } }
private static void ProcessFiles (IList<string> paths) { var info = new ScmlProcessingInfo (); var builder = new PrefabBuilder (info); foreach (var path in paths) if (!builder.Build (Deserialize (path), path)) //Process will fail if texture import settings need to be updated cachedPaths.Add (path); //Failed processes will be saved and re-attempted during the next import cycle AssetDatabase.Refresh (); AssetDatabase.SaveAssets (); PostProcess (info); }
public AnimationBuilder (ScmlProcessingInfo info, IDictionary<int, IDictionary<int, Sprite>> folders, IDictionary<string, Transform> transforms, IDictionary<string, SpatialInfo> defaultBones, IDictionary<string, SpriteInfo> defaultSprites, string prefabPath, AnimatorController controller) { ProcessingInfo = info; Folders = folders; Transforms = transforms; PrefabPath = prefabPath; DefaultBones = defaultBones; DefaultSprites = defaultSprites; Root = Transforms ["rootTransform"]; Controller = controller; foreach (var item in AssetDatabase.LoadAllAssetRepresentationsAtPath(prefabPath)) { var clip = item as AnimationClip; if (clip != null) OriginalClips [clip.name] = clip; } }
private static void ProcessFiles(IList <string> paths) { var info = new ScmlProcessingInfo(); var builder = new PrefabBuilder(info); foreach (var path in paths) { if (!builder.Build(Deserialize(path), path)) //Process will fail if texture import settings need to be updated { cachedPaths.Add(path); //Failed processes will be saved and re-attempted during the next import cycle } } AssetDatabase.Refresh(); AssetDatabase.SaveAssets(); PostProcess(info); }
public AnimationBuilder(ScmlProcessingInfo info, IDictionary <int, IDictionary <int, Sprite> > folders, IDictionary <string, Transform> transforms, IDictionary <string, SpatialInfo> defaultBones, IDictionary <string, SpriteInfo> defaultSprites, string prefabPath, AnimatorController controller) { ProcessingInfo = info; Folders = folders; Transforms = transforms; PrefabPath = prefabPath; DefaultBones = defaultBones; DefaultSprites = defaultSprites; Root = Transforms ["rootTransform"]; Controller = controller; foreach (var item in AssetDatabase.LoadAllAssetRepresentationsAtPath(prefabPath)) { var clip = item as AnimationClip; if (clip != null) { OriginalClips [clip.name] = clip; } } }
public AnimationBuilder(ScmlProcessingInfo info, IDictionary <int, IDictionary <int, Sprite> > folders, IDictionary <string, Transform> transforms, IDictionary <string, SpatialInfo> defaultBones, IDictionary <string, SpriteInfo> defaultSprites, string prefabPath, AnimatorController controller) { ProcessingInfo = info; Folders = folders; Transforms = transforms; PrefabPath = prefabPath; DefaultBones = defaultBones; DefaultSprites = defaultSprites; Root = Transforms ["rootTransform"]; Controller = controller; AnimationsPath = PrefabPath.Substring(0, PrefabPath.LastIndexOf('.')) + "_Anims"; foreach (var item in GetOrigClips()) { var clip = item as AnimationClip; if (clip != null) { OriginalClips [clip.name] = clip; } } }
public PrefabBuilder(ScmlProcessingInfo info) { ProcessingInfo = info; }
private static void PostProcess(ScmlProcessingInfo info) { //You can put your own code or references to your own code here //If you want to do any work on these assets }
private static void PostProcess (ScmlProcessingInfo info) { //You can put your own code or references to your own code here //If you want to do any work on these assets }